Redesigning the Athletic App for University

Conducting UX research and UX design on the redesigning of Wisconsin Badger's mobile application.

User Research
UX Design
School Project
Three screens of the athletic app, including a home page, game detail page and schedule page.

PROJECT OVERVIEW

To start with -
What is Wisconsin Badgers App?

Wisconsin Badgers is an athletic app for UW-Madison that enable students, faculties, and guests to purchase sports ticket online. Besides, users can also see the future schedule of matches and watch live on their mobile.

PAIN POINT-

Difficulties in finding the correct information

frustrate the users to discourage revisit.

USER-

UW-Madison's students and faculties

are the main users.

goal-

Provide easy access to book the ticket

to give users straightforward information about the ticket.

DURATION

4 months, UW-Madison, Course Project

MY ROLE

Individual Project - User Research, UX Design

BACKGROUND

It all started with a football game...

It was an evening after my friends and I watched our first football game on the television.

A dialog of two people trying to find the way to book the ticket on mobile during a football game, but they failed eventually.

At first,

we thought we could finish the booking within the advertisement time.

I want to create

a quicker way for the user to quickly book their ticket through the mobile app.

process

How I go through my way to the goal.

Following the design thinking process, I walked through the design process to redesign the application. This is not a linear process. Instead, every step is repeated and looped to continue modifying the design.

The process of design thinking, including: Discover, Define, Ideate, Prototype and Test.

USER RSEARCH

Does redesign worth it-
What are the user pain points?

To create positive user experiences, involving actual users in the design process is essential. Therefore, I used the following two methods to collect both the story and the behavior of the users to understand others experience when booking a ticket.

First, I conducted...

Interview

to get early information about users' thoughts, beliefs, mental models, and experiences.
And here's the insights....

People tend use online methods to purchase tickets.

6 out of 6 people use online methods, such as a mobile app or laptop, to purchase tickets. Online buying a ticket makes it more convenient to choose a seat and arrange the schedule.

Mobile is the most used medium when purchasing tickets.

Among the online strategies, 5 out of 6 people use mobile phones to book tickets through applications or websites. It is more convenient, and you can buy the ticket anytime, anywhere. The only person who does not use mobile is because the current website and mobile application is too hard to book a ticket.

Most steps on the mobile application or website are confusing.

All participants mentioned the bad navigation and the issue of looping pages on the mobile. It is hard for them to find the information easily on the application.

Then, I conducted a

Contextual Inquiry

with four users to understand more about the context in which the user is booking tickets.

I asked the participants to think out loud as they showed us the process they undertook when booking a ticket so that I could highlight the emotions users feel, especially when encountering common pain points.

And here's the insights...

People cannot find where to purchase the ticket.

Redundant buttons and terrible navigation confuse the users when finding where to book the ticket.

The labels are not clear and consistency.

The label name and menu bar are not clear and inconsistency. For example, when the user clicked into "Book Ticket", it leads you to the schedule page, and this confused the users.

Too much information on site.

It provides too many details on the site, which let the users not to pay attention on the booking tickets action and can't find the information they need.

DEFINE PROBLEM STATEMENT

We do need to redesign,
but what are the most severe problem?

Due to the massive data collected, I brainstormed to form an affinity diagram to transcript the data and cluster them into several groups to distill the key points.

And here's what I found...

Users need a way to

book a ticket easily

because they want to finish the booking conveniently.

Users need a way to

quickly notice the schedule

because they want to know the latest events.

Users need a way to

have clear navigation

so they can find information and don't get lost in the purchase loop.

...and I have my HMW statement to help me focus throughout the whole project.

"How might we…
enable the users to see clear information of the ticket and have easy access to book the ticket,
so they can ensure they have booked the desired tickets."

ideation

How can I find the best practice for solution?

After finding the problem, it is time to design the right solution.

I created the solution following the four stages.

Brainstorm for wild ideas.

At this stage, I want to generate as much ideas as I can and not to limit myself.

Working on viable options.

Select possible solutions and create design decisions by story board, task flow.

Screen design and testing.

At this stage, I focus on visual elements and test the solutions to tweak designs.

Polish the final design.

Last, merge the eligible design together and deliver the final design.

Stage 01

Brainstorming

After generating about 25 solutions, I clustered them into groups and mashups and selected the three main solutions to move on to.

Simplify Information.

Put details in “read more” and leave only the important information.

Clear Navigation.

Adding breadcrumbs navigation to show where/which step the users are now.

Easy Access.

Put the search or filter feature on the first landing page

Several Sticky Notes with brainstorming ideas on it.
Five drawings of a man watching a game on television and finish booking his next game's ticket during the advertising time.

Stage 02-1

Story Board

To see how the design solution would influence users' daily scenario, I sketched through the storyboard of people purchasing the ticket to show how the design should meet the user's need.

In the storyboard, the user can quickly book the ticket during the advertising time of the game, which perfectly match the HMW statement: to provide a easy and quick way to book ticket.

Stage 02-2

Task Flows

Based on the insights gained from the initial content audits, I defined five task flows for the key tasks and drew out the task flows.

My design thoughts...

One page structure.

Mostly complete every task within one page.

Common feature first.

Place the most common use function below as the navigation bar.

Several paths lead to same destination.

All pages are connected with direct links to one other, so users do not need to jump out of the page to other functions.

Stage 03

Screen Design

To prioritize the tasks and narrow down the scope of the project, I went back to the user needs, and I pick the three major tasks: Search for tickets, Book tickets, and Manage Tickets.
I then developed a series of prototypes of the application, from low-fidelity wireframe to high-fidelity to see how the design idea could fix the issues.

I approach my final design by following these design goals.

Clear Navigation

so the user can easily find information and navigate where they are.

Color Palette same as UW-Madison

so that users will feel connected to the Badgers.

Less click to substantial info

so users can get access to information quickly.

Modern & simple style trends

to make users feel that the application is updating to the latest trends.

#1

Sketch

Took the task flow as a fundamental, I then developed a more detailed screen design to see whether I was missing any elements on the screen.

I thought it through twice, and made my revision in red pen as the sketches shown.

#2

Paper Prototype

To test the scenario of searching and booking, I developed a low-fidelity paper prototype, which is portable and easy to do usability testing by its general structure before we move on to the digital wireframe.

A picture of paper prototype expanding on the table.

I then conducted the

Usability Test

on the paper prototype to determine whether the new design would solve the users problems.

I created a scenario of purchasing the ticket and asked the users to think aloud while they executed it.

A photo of a group of people testing paper prototype.

3 out of 3 participants complete the task.

I observed the three testers-John (Taiwanese, 24), Ameya (Indian, 23), and Sindhu (Indian, 25)-interact with the prototype. The three of them completed the task successfully

Too much information on the page.

Though they completed the task, various information on the page still confused them what to click next to select their section and seat.

Action button not clear.

They all can't find the "check out" button when deciding the number of tickets.

Revise

According to the feedback and breakdowns, I redesigned and modified some UI elements on the page and added more indicators on the screen to enable the whole process clearer.

#3

Wireframe

Next, I digitalize the wireframe to add more interaction and see how it looks on the screen. Digitalizing the wireframe helps me focus on visual hierarchy and information architecture before I make decisions about fonts, colors, and graphics.

Problems solved?
Let's check back with the user needs to see whether the UI fits.

Book a ticket easily

because they want to finish the booking conveniently.

Shortcuts to purchase tickets.

The less step the better.

Notice the sports schedule quickly

because they want to know the latest events.

Clean & Simple page to simply information.

Only put important information + Read More button.

Have clear navigation

so they don't get lost in the app.

Breadcrumbs & Progress Bar are added.

Remind the users where they are.

Wireframe of the home screen.
Wireframe of the game detail.
Wireframe of the order detail  screen with caution language on it.
Wireframe of the sign-in page.
Wireframe of the order detail screen.
Wireframe of the payment screen.
Wireframe of the finish page.
Wireframe of the schedule screen, listing out different games in card style.
Wireframe of the search screen.
Wireframe of the schedule screen with search result on it.
Wireframe of the booking ticket page.

Solution showcase

Finally-
Greeting to the new Wisconsin Badger's App.

Hi-Fi mockup of the home page.
Hi-Fi mockup of the game schedule page with different games in card style.
Hi-Fi mockup of the searching result.
Hi-Fi mockup of the schedule page with search results.
Hi-Fi mockup of the game detail page, including the button of booking ticket.
Hi-Fi mockup of the seat-selection page.
Hi-Fi mockup of the order page.
Hi-Fi mockup of the sign-in page.
Hi-Fi mockup of the payment detail page.
Hi-Fi mockup of the card details.
Hi-Fi mockup of the finish page.

main changes

What makes it so good.

Here's a quick reminder of the issues we want to solve! Let's see what some main changes are done throughout the whole design process to help reach the users' needs.

Headers

Old Design

Old mobile header with only one hamburger menu on it.

New Design

New header with account and ticket shortcut.

Added

Quick links to manage tickets and profile.

Why

Add shortcut to have easy access to the ticket information.
<Problem Solve: Book a ticket easily.>

Hero Navbar

Old Design

Old hero image with a big stadium picture.

Remove

Quick links to manage tickets and profile.

Why

Hero image spends at too much space.

New Design

New home page without the hero image, and replace with the next feature game.

Added

Search Bar

Why

To give user a quick way to find the events.
<Problem Solve: Easy access to the event.>

Added

Card view for upcoming events.

Why

Provide users a simple and clean homepage with important information.
<Problem Solve: Notice the sports schedule easily.>

Ticket Information

Old Design

Old game detail page with latest news picture.

New Design

New game detail page with a bigger booking ticket button.

Added

Live Status

Why

To give user a quick view about the event’s status.
<Problem Solve: Simple and clear page.>

Added

Call-to-action Button

Why

To give user a clear access to buy ticket.
<Problem Solve: Easy access to purchase.>

live Prototype

Interested in it?
Try it yourself!

Play around with the prototype to see how the redesign app may help user to book tickets more easily and quickly!

key takeaways

Something that I learned in this project.

Since this is a course project, I cannot see how it implements in the real world to gather further data and do usability testing. However, there are still significant takeaways that I gained through this project.

User testing involves every step and does not end after development.

Design is a constant process of improving the experience of end users. In every design stage, there is always feedback to be found by end users to optimize.

The design process is not linear.

The design process is always a cycle. The method of brainstorming, clustering, condensing, testing, and brainstorming again is a cycle when optimizing the product.

The problem statement can always be tailored.

It is hard to have it perfect at first, so keep brainstorming and tailoring it to define the core value of users.

A problem well stated is a problem half solved.

Defining the problem is often the most difficult for the whole project. However, when you successfully note the problem and brainstorm for the solution, the rest you need to do is follow and execute the plan.

Me, in the center with grey sweater, doing brainstorming with my classmates.

Thank you for reading!
Interested in more works?